Also one thing that sticks out. Regardless of how hard it really was, it was memorable content.
For you maybe. As for us mere mortals in the proverbial 99% it's kind of impossible to remember something we couldn't do.
I'm not trying to be rude or anything but I think NA MMO players are just bad in general.
Didn't it have a fairly low clear rate even on JP? I know they probably got to 100% at least but I don't expect they were generating thousands of drops in the Item Log where Global (not NA) were getting mere tens (compared to thousands in Abyss right up to NGS launch).
I give Global (not NA) players a pass on this one because we had both Twisted and its predecessor Space-Time Interstice for a shorter time than JP did (a couple months and around half a year respectively including a much more manageable two clears per day), and modules from Divide Quests for way less time. With the time JP had to both skill up and gear up I'd have been attempting Twisted on day one. As it stands I'm still barely half way to making Klauz units (and don't get me started on god augment capsules, JP can still get those now while Global has no mission badge sources post-NGS).
Pso2 just does not have a difficulty curve. Nearly everything in the game is very easy, and the challenge content is extremely difficult in comparison with pretty much nothing inbetween.
Fully agreed. I'd like to see difficult content, not a bizarre pair of trivial and inaccessible. PSO2 and the way it aged did this terribly because we ended up with Extreme Quests that weren't remotely extreme, Ultimate Quests that weren't remotely ultimate, and four difficulties with "Hard" in their name that were anything but.
The last of those and how silly it looked is probably why the second tier of Mt. Magnus and Vanford are simply called "Rank 2" now. And so help me if we have to have a Rank 5, Rank 6 and so on for all combat sectors with a new one every level cap raise... it just splits up rooms to have that many completely worthless interim difficulties IMO. I'd much prefer to see them elevate Rank 2 to have level 30 enemies after Retem releases so each combat sector has its original difficulty and an endgame difficulty that keeps up. But that's getting a bit off-topic maybe.
good way will be to "force" some mid core content on the players by the mid point of leveling , in story as well. so they need to clear to move on.
I don't know if story is the best place for it - really if anything story is probably where the baseline of difficulty should be so players at the lower end of the ability scale don't get hard locked out of being able to progress and are effectively forced to quit the game entirely.
But some mid-tier optional but directed content that gives progress seems very sensible. It's a bit strange to me that not only is the highest tier of NGS gear (4★) at launch completely accessible from enemies 5 levels below the player level cap, but that farming under-levelled enemies is the best way to hunt for preset augments.
If and when we get 5★ equipment it feels like it should be limited to content that requires a bit (read: not a lot, but a bit) of ability to really do well in for a while. Gigantix didn't count because the weather dependency makes it super inaccessible to attempt (not to mention no fun, waiting isn't gameplay) and because most Gigantix kills are from mobbing it with 32 level 20 players to take advantage of their probably non-linear health scaling so even bringing bad players is probably better than having one less player hitting it.
I get the impression Defense Quests will be instanced like Urgent Quests are, so that's an opportunity to be a reasonable challenge. Not "Have all gear +40 and perfect i-frame dodges for 20 minutes or you lose" challenge, but "pay attention and don't just run around swinging a sword like a fool or you lose" challenge. Rather than tuning the difficulty (which I suspect they'll want to have checked carefully after the Gigantix release) I'm more worried that it'll be a repeat of Buster Quests where a good 50% of the quest was spent tediously waiting with no variety between runs. If they can make it fun and add variety, Defense Quests could be the start of what we're looking for.